Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.

Tom Clancy's Splinter Cell Chaos Theory: The level of Noise as part of the gameplay, namely in Stealth operations. Here, Noise is understood as the loudness of the Ambiance and of the PC's actions. If the PC makes more Noise than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows comparing both levels of Noise.